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yupgi_alert0's Issues

Volkov bug

GNRL doesn't have garrison muzzle sequence.
Occurs when he goes in a HBOX.

Evo should become tier 3.

Since we can just put units in and it builds supposedly tier 3 units.
This will be adjusted in some later releases when I make more buildings for ants.

QNEST unit not following waypoint fix

I'm not sure what's causing this. Probably both of the following:

  • Drones coming to drop the resources
  • Two units of two categories get produced at the same time. e.g., fiend and warrior ant and block each other.
  1. Remove resource drop off functionality.
  2. Separate the the two production exits (possible, look at BARR or TENT yaml code).

MARV ore efficiency

To balance allied "chrono" miner, we must do what they did to balance MARV.
MARV only converts 50% of the ore to discourage players from mining their own field with MARV.
Same for chrono miners.

Scripted AI

As in TS, RA2, and Generals.
Maybe I can utilize existing map trigger stuff to build a scripted AI.

Crash caused by AI ants

Over Powered Mod Mod at Version release-20170102
on map 9a0be9fc201c0fe99407e2a2962b66629fb7b2cc (Tournament Island by Scott_NZ).
Date: 2017-02-02 06:37:46Z
Operating System: Windows (Microsoft Windows NT 6.2.9200.0)
Runtime Version: .NET CLR 4.0.30319.42000
Exception of type System.ArgumentException: 동일한 키를 사용하는 항목이 이미 추가되었습니다.
위치: System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
위치: System.Collections.Generic.Dictionary2.Insert(TKey key, TValue value, Boolean add) 위치: System.Linq.Enumerable.ToDictionary[TSource,TKey,TElement](IEnumerable1 source, Func2 keySelector, Func2 elementSelector, IEqualityComparer1 comparer) 위치: System.Linq.Enumerable.ToDictionary[TSource,TKey](IEnumerable1 source, Func`2 keySelector)
위치: OpenRA.Mods.Common.Traits.Harvester.ClosestProc(Actor self, Actor ignore)
위치: OpenRA.Mods.Common.Traits.Harvester.ChooseNewProc(Actor self, Actor ignore)
위치: OpenRA.Mods.Common.Activities.DeliverResources.Tick(Actor self)
위치: OpenRA.Traits.ActivityUtils.RunActivity(Actor self, Activity act) 파일 D:\work\OpenRA\OpenRA.Game\Traits\ActivityUtils.cs:줄 37
위치: OpenRA.Actor.Tick() 파일 D:\work\OpenRA\OpenRA.Game\Actor.cs:줄 164
위치: OpenRA.World.Tick() 파일 D:\work\OpenRA\OpenRA.Game\World.cs:줄 339
위치: OpenRA.Game.InnerLogicTick(OrderManager orderManager) 파일 D:\work\OpenRA\OpenRA.Game\Game.cs:줄 560
위치: OpenRA.Game.LogicTick() 파일 D:\work\OpenRA\OpenRA.Game\Game.cs:줄 585
위치: OpenRA.Game.Loop() 파일 D:\work\OpenRA\OpenRA.Game\Game.cs:줄 712
위치: OpenRA.Game.Run() 파일 D:\work\OpenRA\OpenRA.Game\Game.cs:줄 752
위치: OpenRA.Program.Run(String[] args) 파일 D:\work\OpenRA\OpenRA.Game\Support\Program.cs:줄 121
위치: OpenRA.Program.Main(String[] args) 파일 D:\work\OpenRA\OpenRA.Game\Support\Program.cs:줄 41

Soviet eco

  • Allies have chrono harv
  • Ants have tibtree

Soviets will get...? crate drop support power?
Oil derricks?

  • Gulag, gives more money if you people in there. Expensive unit = more money.
  • Sort of bio reactor XD

Labor camp $$$ indication not so visible

First of all, the letter is tiny (Problem with default OpenRA)
Second, in C&C generals, they showed $$$ multiple times, not summed up value.
More infantry == the more often you get $$$ gives more visible cue and probably a better way to go.

Nerf tibtree

Infantries already have hard time dealing ant units.
Strong radiation is too much. Weaken it.

Make fire ant burrow

Currently I can build ants.
Still, I need to make it "burrow" like tick tanks.

Radioactivity layer

OpenRA/OpenRA.Mods.Common/Traits/World/

Maybe this directory will be helpful?

ProductionQueue issue

Rectify production type as in cnc mod.
Infantry.Soviet
Infantry.Allies
Infantry.Ants and so on.

Heli MCV

Why don't allies get heli MCV?
(Keep GAMCV but have another heli MCV deploying into GAFACT)

new sound for evo active state

While I like current one, it can be improved.
Maybe I can play antdie sound in REVERSE and get some unique and grotesque sound.

chrono harv polishing

  • should require ATEK
  • When teleporting ore, it should play an animation. Prefably one of RA2's chrono effect

Accept resources trait for a player

Needed for a proper MARV.
Current implementation of mods.common has potential bugs...
Whenever any harv virtually dockes in a PROC then it "evicts" from dockedHarv pointer.
When enemy engineer comes and captures the building then the virtual docked one will get captured.
Not good.

Evolution chamber logic

Now that ant tier2 structure is made,
make its special ability work.
It's "horadric cube".

5 warrior ants = super ant (darker warrior ant with stronger HP)
5 super ant = hyper ant (fires tesla zap, looks like super ant but with lightining idle overlay)
5 hyper ant = Hexapod (!)

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