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  <channel>
    <title>Implemented</title>
    <description>Implemented</description>
    <pubDate>Mon, 17 Apr 2023 16:27:04 +0000</pubDate>
    <lastBuildDate>Mon, 17 Apr 2023 16:27:04 +0000</lastBuildDate>
    <generator>Empires Mod</generator>
    <link>https://forums.empiresmod.com/index.php?forums/implemented.47/</link>
    <atom:link rel="self" type="application/rss+xml" href="https://forums.empiresmod.com/index.php?forums/implemented.47/index.rss"/>
    <item>
      <title>Recycling should award points</title>
      <pubDate>Wed, 28 Sep 2016 02:51:46 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/recycling-should-award-points.20515/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/recycling-should-award-points.20515/</guid>
      <author>invalid@example.com (Xyaminou)</author>
      <dc:creator>Xyaminou</dc:creator>
      <content:encoded><![CDATA[This is not a suggestion, it should be put in game for 2.10. Recycling must give points.<br />
<br />
Everything in this game gives points but when you spend 2 minutes recycling a heavy you gain 0 points.]]></content:encoded>
      <slash:comments>26</slash:comments>
    </item>
    <item>
      <title>Additional config files for squad-leader and squad-member</title>
      <pubDate>Sun, 18 Sep 2016 02:31:25 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/additional-config-files-for-squad-leader-and-squad-member.20561/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/additional-config-files-for-squad-leader-and-squad-member.20561/</guid>
      <author>invalid@example.com (Xyaminou)</author>
      <dc:creator>Xyaminou</dc:creator>
      <content:encoded><![CDATA[I would like to have A (because I&#039;m using AZERTY) be squad target when I&#039;m squad leader and spot when I&#039;m not.<br />
As far as I know it is currently impossible because of the delay in F-menu.<br />
Another way to fix that and additionally free up some binds that would be use for squad powers is to include config files that triggers when you&#039;re squadleader, and when you&#039;re regular infantry.]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>Binoculars - Rifleman or Scout</title>
      <pubDate>Thu, 18 Feb 2016 06:38:53 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/binoculars-rifleman-or-scout.20002/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/binoculars-rifleman-or-scout.20002/</guid>
      <author>invalid@example.com (wealthysoup)</author>
      <dc:creator>wealthysoup</dc:creator>
      <content:encoded><![CDATA[As outcome from the last poll the Assault/Scout class will be renamed to Scout in the next update.<br />
<br />
Simple question - Which class should be given the binoculars?<br />
<br />
If we give the rifleman binoculars then the scout gets armour.<br />
If we give the scout binoculars then the rifleman gets armour.<br />
<br />
<br />
It used to be that the scout had binoculars and rifleman had armour. <span style="text-decoration: line-through">In a recent patch</span> A year ago this was changed (incorrectly) so that the scout had armour and the rifleman had binoculars. As it...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/binoculars-rifleman-or-scout.20002/" class="internalLink">Binoculars - Rifleman or Scout</a>]]></content:encoded>
      <slash:comments>18</slash:comments>
    </item>
    <item>
      <title>No build indicator for placeable buildings</title>
      <pubDate>Fri, 22 May 2015 21:36:42 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/no-build-indicator-for-placeable-buildings.18649/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/no-build-indicator-for-placeable-buildings.18649/</guid>
      <author>invalid@example.com (Lazybum)</author>
      <dc:creator>Lazybum</dc:creator>
      <content:encoded><![CDATA[When you can&#039;t drop a building because enemies are close by the building should flicker or change to a different color(orange?) for a second. Placing buildings has always been funky but this could help cut back on the guessing game of why you can&#039;t do something when it looks like you can.<br />
<br />
Maybe extend it to pop up a different color if it didn&#039;t build because of a hill or something, but I think the first point is actually somewhat doable.]]></content:encoded>
      <slash:comments>12</slash:comments>
    </item>
    <item>
      <title>For Teef's wall request</title>
      <pubDate>Mon, 05 Jan 2015 11:30:20 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/for-teefs-wall-request.19078/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/for-teefs-wall-request.19078/</guid>
      <author>invalid@example.com (DocRabbit)</author>
      <dc:creator>DocRabbit</dc:creator>
      <content:encoded><![CDATA[Teef asked a valid point yesterday about removing barbwire from nf walls as they obscure players from view. Here is a pic of requested change. It&#039;s down and dirty, but can be done with altering barbwire vtf&#039;s alpha channel. Took literally 1 min to do and needs no code.<br />
<img src="http://cloud-4.steamusercontent.com/ugc/541887967036960481/DE81EA0B76E1D8AA6FB3A87139AF1D1674C94E0C/" class="bbCodeImage LbImage" alt="[&#x200B;IMG]" data-url="http://cloud-4.steamusercontent.com/ugc/541887967036960481/DE81EA0B76E1D8AA6FB3A87139AF1D1674C94E0C/" />]]></content:encoded>
      <slash:comments>36</slash:comments>
    </item>
    <item>
      <title>Allow squad revive of disconnected individuals</title>
      <pubDate>Mon, 10 Nov 2014 06:17:44 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/allow-squad-revive-of-disconnected-individuals.18377/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/allow-squad-revive-of-disconnected-individuals.18377/</guid>
      <author>invalid@example.com (complete_)</author>
      <dc:creator>complete_</dc:creator>
      <content:encoded><![CDATA[Right now the problem is that when a person disconnects (such as a crash) for any reason and then rejoins, he is unable to be squad revived because his class is not registered until he has spawned.<br />
This isn&#039;t a problem when you have tickets because you can just spawn.<br />
However, if you have no tickets you won&#039;t be able to spawn and thus your class wont be chosen and you can&#039;t be squad revived during a vital part of the game for something that is entirely out of your control.<br />
<br />
Solutions:...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/allow-squad-revive-of-disconnected-individuals.18377/" class="internalLink">Allow squad revive of disconnected individuals</a>]]></content:encoded>
      <slash:comments>10</slash:comments>
    </item>
    <item>
      <title>Add a Hammer entity that plays a sound only to a specific team</title>
      <pubDate>Wed, 30 Apr 2014 09:05:20 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/add-a-hammer-entity-that-plays-a-sound-only-to-a-specific-team.18473/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/add-a-hammer-entity-that-plays-a-sound-only-to-a-specific-team.18473/</guid>
      <author>invalid@example.com (D.D.D. Destroyer)</author>
      <dc:creator>D.D.D. Destroyer</dc:creator>
      <content:encoded><![CDATA[This one&#039;s less important to me than the vehicle type filter, but I feel like this could prove to be quite useful on certain maps in certain situations - I&#039;m thinking pre-recorded voice lines, like &quot;The Brenodi have secured the flag!&quot; and so forth.]]></content:encoded>
      <slash:comments>5</slash:comments>
    </item>
    <item>
      <title>CV build auras cancel each other out</title>
      <pubDate>Tue, 22 Apr 2014 20:42:48 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/cv-build-auras-cancel-each-other-out.18414/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/cv-build-auras-cancel-each-other-out.18414/</guid>
      <author>invalid@example.com (D.D.D. Destroyer)</author>
      <dc:creator>D.D.D. Destroyer</dc:creator>
      <content:encoded><![CDATA[OR just remove them completely. I feel like a CV shouldn&#039;t be able to wall in another CV just by coming up to it, it feels rather cheap to get the comm walled in and destroyed without any hope for recovery in 30 seconds.]]></content:encoded>
      <slash:comments>8</slash:comments>
    </item>
    <item>
      <title>Highlight nearby ammo boxes with icons.</title>
      <pubDate>Wed, 09 Apr 2014 11:48:17 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/highlight-nearby-ammo-boxes-with-icons.10488/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/highlight-nearby-ammo-boxes-with-icons.10488/</guid>
      <author>invalid@example.com (Aquillion)</author>
      <dc:creator>Aquillion</dc:creator>
      <content:encoded><![CDATA[I think it would be useful to highlight nearby friendly ammo boxes with icons, at least under some situations.<br />
<br />
For instance, an icon could float over them for players who have requested ammo recently, or for players who are out of ammo for one of their weapons (this would make it more intuitive for new players who don&#039;t know about the request button -- WHERE I FIND AMMOZ?  Right there.)<br />
<br />
Also, it would help players find ammo boxes on unfamiliar maps, which I think is good, and would...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/highlight-nearby-ammo-boxes-with-icons.10488/" class="internalLink">Highlight nearby ammo boxes with icons.</a>]]></content:encoded>
      <slash:comments>15</slash:comments>
    </item>
    <item>
      <title>Accuracy upgrade removes scope sway or increases scope range.</title>
      <pubDate>Tue, 08 Apr 2014 18:59:47 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/accuracy-upgrade-removes-scope-sway-or-increases-scope-range.18365/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/accuracy-upgrade-removes-scope-sway-or-increases-scope-range.18365/</guid>
      <author>invalid@example.com (urethra franklin)</author>
      <dc:creator>urethra franklin</dc:creator>
      <content:encoded><![CDATA[<img src="styles/apex-light/xenforo/smilies/cool.png" class="mceSmilie" alt=":cool:" title="Cool    :cool:" /><img src="styles/apex-light/xenforo/smilies/cool.png" class="mceSmilie" alt=":cool:" title="Cool    :cool:" /><img src="styles/apex-light/xenforo/smilies/cool.png" class="mceSmilie" alt=":cool:" title="Cool    :cool:" /><img src="styles/apex-light/xenforo/smilies/cool.png" class="mceSmilie" alt=":cool:" title="Cool    :cool:" /><img src="styles/apex-light/xenforo/smilies/cool.png" class="mceSmilie" alt=":cool:" title="Cool    :cool:" /><img src="styles/apex-light/xenforo/smilies/cool.png" class="mceSmilie" alt=":cool:" title="Cool    :cool:" /><img src="styles/apex-light/xenforo/smilies/cool.png" class="mceSmilie" alt=":cool:" title="Cool    :cool:" /><img src="styles/apex-light/xenforo/smilies/cool.png" class="mceSmilie" alt=":cool:" title="Cool    :cool:" /><img src="styles/apex-light/xenforo/smilies/cool.png" class="mceSmilie" alt=":cool:" title="Cool    :cool:" /><img src="styles/apex-light/xenforo/smilies/cool.png" class="mceSmilie" alt=":cool:" title="Cool    :cool:" />]]></content:encoded>
      <slash:comments>11</slash:comments>
    </item>
    <item>
      <title>show the (a) manual during pre-game</title>
      <pubDate>Wed, 02 Apr 2014 18:33:58 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/show-the-a-manual-during-pre-game.18301/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/show-the-a-manual-during-pre-game.18301/</guid>
      <author>invalid@example.com (flasche)</author>
      <dc:creator>flasche</dc:creator>
      <content:encoded><![CDATA[since you already need to click through over 9000 windows at start, add another one showing a quickstart guide. also add a button (ingame) to reopen it so it can be used as quick reference aswell.<br />
<br />
pros: should help the understandability of the game a lot.<br />
cons: a click more]]></content:encoded>
      <slash:comments>12</slash:comments>
    </item>
    <item>
      <title>Arty shell cams and Guided arty shell cams</title>
      <pubDate>Sat, 29 Mar 2014 19:24:55 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/arty-shell-cams-and-guided-arty-shell-cams.13754/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/arty-shell-cams-and-guided-arty-shell-cams.13754/</guid>
      <author>invalid@example.com (Dubee)</author>
      <dc:creator>Dubee</dc:creator>
      <content:encoded><![CDATA[Ok so heres my idea. And I talked to mootant and he said it is possible to do.<br />
<br />
Arty feedback:<br />
<br />
currently it shows a pretty big inaccurate box on the map of where you are hitting. You have no idea if your shells are hitting the best spots. So I was thinking make the mini map turn into a cam or just the whole screen follow the shell to its destination. This would make an end game weapon much more effective and fun to use. I hate sitting there and not seeing the shit I am killing.<br />
<br />
Make...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/arty-shell-cams-and-guided-arty-shell-cams.13754/" class="internalLink">Arty shell cams and Guided arty shell cams</a>]]></content:encoded>
      <slash:comments>56</slash:comments>
    </item>
    <item>
      <title>Icon Magic</title>
      <pubDate>Wed, 26 Mar 2014 20:56:28 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/icon-magic.18296/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/icon-magic.18296/</guid>
      <author>invalid@example.com (LordDz_2)</author>
      <dc:creator>LordDz_2</dc:creator>
      <content:encoded><![CDATA[Put this in the resource folder of Empires.<br />
<a href="https://dl.dropboxusercontent.com/u/7315285/Mapping/Empires/game.ico" target="_blank" class="externalLink" rel="nofollow">Magics</a><br />
<br />
Be amazed how your penis size just increased. Currently looking for dev who can do above instructions.]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Shift build for commanders</title>
      <pubDate>Sun, 23 Feb 2014 12:27:48 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/shift-build-for-commanders.18171/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/shift-build-for-commanders.18171/</guid>
      <author>invalid@example.com (HaschteWas)</author>
      <dc:creator>HaschteWas</dc:creator>
      <content:encoded><![CDATA[Every time when I&#039;m playing as commander I really miss the shift build ability implemented for e.g. in Starcraft 2.<br />
<br />
For non sc2 players:<br />
If you want to build several buildings of the same type<br />
you currently need to select the building from the list and drop it.<br />
This has to be done as often as you need build it.<br />
When setting up turret farms this may become tedious...<br />
<br />
With &quot;shift build&quot; you just need to select it once and as long as you hold your shift button pressed it will stay...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/shift-build-for-commanders.18171/" class="internalLink">Shift build for commanders</a>]]></content:encoded>
      <slash:comments>27</slash:comments>
    </item>
    <item>
      <title>A reload function for vehicle weapons</title>
      <pubDate>Mon, 07 Jan 2013 07:46:25 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/a-reload-function-for-vehicle-weapons.17176/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/a-reload-function-for-vehicle-weapons.17176/</guid>
      <author>invalid@example.com (BroT)</author>
      <dc:creator>BroT</dc:creator>
      <content:encoded><![CDATA[Title says it all :p Is it hard to code?<br />
<br />
Let the shitstorm begin! *grabs popcorn*]]></content:encoded>
      <slash:comments>6</slash:comments>
    </item>
    <item>
      <title>automatic spawn selection</title>
      <pubDate>Mon, 31 Dec 2012 16:08:08 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/automatic-spawn-selection.17121/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/automatic-spawn-selection.17121/</guid>
      <author>invalid@example.com (craig.gates)</author>
      <dc:creator>craig.gates</dc:creator>
      <content:encoded><![CDATA[it may just be me but the automatic spawn selection is getting on my nerves....for eg if I am on a team that is rushing forward in a apc, i get out and die. the apc then dies just as I am about to respawn. so instead the new autoamatic spawn selection makes me spawn at the starting rax...is their anyway to change it to that it chooses the closest rax to where you died?]]></content:encoded>
      <slash:comments>9</slash:comments>
    </item>
    <item>
      <title>The final suggestion!</title>
      <pubDate>Mon, 22 Oct 2012 17:40:57 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/the-final-suggestion.16900/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/the-final-suggestion.16900/</guid>
      <author>invalid@example.com (LordDz_2)</author>
      <dc:creator>LordDz_2</dc:creator>
      <content:encoded><![CDATA[Ahah! I&#039;ve finally found it.<br />
In <span style="color: Orange">player.cpp</span>, change this:<br />
void CBasePlayer:<img src="styles/apex-light/xenforo/smilies/surprised.png" class="mceSmilie" alt=":o" title="Surprised    :o" />nDamagedByExplosion( const CTakeDamageInfo &amp;info )<br />
{<br />
	float lastDamage = info.GetDamage();<br />
<br />
	float distanceFromPlayer = 9999.0f;<br />
<br />
	CBaseEntity *inflictor = info.GetInflictor();<br />
	if ( inflictor )<br />
	{<br />
		Vector delta = GetAbsOrigin() - inflictor-&gt;GetAbsOrigin();<br />
		distanceFromPlayer = delta.Length();<br />
	}<br />
<br />
	bool ear_ringing = distanceFromPlayer &lt; <span style="color: Red">MIN_EAR_RINGING_DISTANCE</span> ? true...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/the-final-suggestion.16900/" class="internalLink">The final suggestion!</a>]]></content:encoded>
      <slash:comments>13</slash:comments>
    </item>
    <item>
      <title>Remove player chat mute</title>
      <pubDate>Sun, 03 Jun 2012 05:38:58 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/remove-player-chat-mute.16623/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/remove-player-chat-mute.16623/</guid>
      <author>invalid@example.com (Candles)</author>
      <dc:creator>Candles</dc:creator>
      <content:encoded><![CDATA[It&#039;s annoying that if I decide to locally mute a player&#039;s voice, then I can&#039;t read what they type either. Maybe they&#039;re micspamming something that I don&#039;t really care for but might have something important to say. As it is now, if I decide to mute a player, then I can&#039;t tell if they&#039;re trying to get my attention and they can&#039;t tell if I&#039;ve muted them because a large number of players don&#039;t realize that muting a player also stops them from reading the muted player&#039;s chat. They can&#039;t ask &quot;Hey...<br />
<br />
<a href="https://forums.empiresmod.com/index.php?threads/remove-player-chat-mute.16623/" class="internalLink">Remove player chat mute</a>]]></content:encoded>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>Make spotting available through hotkey</title>
      <pubDate>Sat, 19 May 2012 04:02:11 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/make-spotting-available-through-hotkey.16576/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/make-spotting-available-through-hotkey.16576/</guid>
      <author>invalid@example.com (Fooshi)</author>
      <dc:creator>Fooshi</dc:creator>
      <content:encoded><![CDATA[I thought about this earlier and realised how big of an impact this could actually have. <br />
<br />
Suggestion is: Make a &quot;Spot&quot; feature in the control options, so that it is already  bound / can be bound to a key, rather than going through console with &quot;bind x &quot;emp_menu_quickcmd someshit&quot;&quot;. This way, people will be able to use spot a lot faster WITHOUT the hazzle of going through the voice menu and binding it in console, which I know is unknown for many potential players out there.<br />
<br />
Thoughts?]]></content:encoded>
      <slash:comments>19</slash:comments>
    </item>
    <item>
      <title>MotD</title>
      <pubDate>Sun, 06 May 2012 10:25:08 +0000</pubDate>
      <link>https://forums.empiresmod.com/index.php?threads/motd.16558/</link>
      <guid>https://forums.empiresmod.com/index.php?threads/motd.16558/</guid>
      <author>invalid@example.com (Sprayer2708)</author>
      <dc:creator>Sprayer2708</dc:creator>
      <content:encoded><![CDATA[Make it coms in comview not get trapped.]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
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