It's time EA asked the question 'What have we learned?', when it comes to C&C editing, unsure of course where to put this topic I thought it would suite best here as this topic asks the question 'Why didn't EA finally support what players will obviously try to code in C&C Generals?'
Specifically this refers to diehard C&C fans that always want to replicate the old classics in the latest C&C engine...
- In TS the engine lacked the ability to make proper chrono-technology similar to Red Alert and any other special Red Alert feature such as the iron curtain, no big deal, we could still do practically everything else but could it not have hurt to include those abilities?
- in Red Alert 2, despite a nice bow to Red Alert we still couldn't get things done such as multi turreted vehicles such as the cruiser, not to forget we still coudln't code something that acted exactly like the chronotank, I mean, how hard is it to make the engine support the ability to give a recharge for any deploy act and then make that act modifable to any specialty such as a transport move?
- And of course we get to C&C Generals, nice big juciy 3D engine, game barely similar to C&C, so you guys (EA) wanted to be original (more like conforming to the general style of RTS), that was bad enough, but couldn't you go that little further and make the engine a bit more flexible to the extent that fans could replicate their own favorites? No apparently, do yourself a favor EA, if you want to keep your C&C fans on the increase, make the next C&C flexible enough to replicate all the previous C&Cs to a tea, you can over advertise that on the box if you want, even make that excuse to charge more, but I want C&Cs from now to seem almost like an 'update' to us old C&C replicators, and I'm sure there are plenty more behind me.
On another note, I would like general suggestions on flexibility of game code, I understand EA can't allow us right at the code of the engine but how could ini code be made more flexible?
Here's what I suggest, keep the module method, but make modules more generalised in name and more code-like in its body, such as...
Instead of this...
Code:
Behavior = StealthUpdate ModuleTag_07
StealthDelay = 2500 ; msec
StealthForbiddenConditions = ATTACKING USING_ABILITY
MoveThresholdSpeed = 3
InnateStealth = No ;Requires upgrade first
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
this...
Code:
Module NameItAnythingYouLike
Conditions
ObjectConditionType = ALL -ATTACKING -USING_ABILITY
End
Actions = StealthUpdate
StealthDelay = 2500 ; msec
MoveThresholdSpeed = 3
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
End
So that you could even do this...
Code:
Module NameItAnythingYouLike
Conditions
Upgrade = Upgrade_StealthUpgrade
ObjectConditionType = ALL -ATTACKING -USING_ABILITY
End
Actions = StealthUpdate
StealthDelay = 2500 ; msec
MoveThresholdSpeed = 3
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
End
And we could expand it further like this...
Code:
Module NameItAnythingYouLike
Conditions = x ; meet x conditions and action will be taken
Condition_1
Upgrade = Upgrade_StealthUpgrade
ObjectConditionType = ALL -ATTACKING -USING_ABILITY
End
Condition_2
ObjectConidtionType = FIRING_PRIMARY
End
End
Actions = x ; x random actions execute
Action_1 = StealthUpdate
StealthDelay = 2500 ; msec
MoveThresholdSpeed = 3
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Action_2 = ArmorUpdate
armor = +50%
End
End
End
Which I believe would allow tons of different possibilities, basically how that above module would work is that out of the two conditions specified under the Conditions part, you can specify how many you need to meet, once conditions are met it will then, depending on whether the number of actions to take are set to 1 or 2, stealth the unit or give it an armor upgrade, or do both.