Idea of this thread is to make a list of all the things 2.25 needs to have if it is infact the last version. 1. Dig in fix 2. Make commander and squad targeting separate 3. Remove spam commander gets when a targeted unit dies 4. Riflemen being able to shoot over a box without any of their model showing (ill try to find the link on the bug tracker if its still up) 5. Enable point saving if you disconnect 6. Splash damage doesn't affect unbuilt walls 7. Commander scout speed (I think this is already fixed though isn't it?) 8. Script manifest system (whatever the fuck this is) 9. bug where you have to reselect your class/press accept again/raeg to spawn 10. Being revived with no mines causes you to be unable to get more mines Post here with fixes, ill try to edit the post and keep it nice and clean no stupid suggestions...just mandatory fixes if hypothetically 2.25 is the last update Also if you feel like something shouldn't be on the list make a post
4) Is the view point of the model. It's in your forehead. Nothing to do with riflemen. 5) Losing points when you disconnect 6) Script manifest system 7) Get "map spotlight" maps in and update where needed
Afaik any class can, although RPG/mortar can't fire over. I'm not sure if the script manifest system is done, but I know it was at the very least very close to complete. A lot of the maps can be updated as well: Arid (Done completely to my knowledge) Duststorm (Done completely to my knowledge) Money - (If I get asked for it, I'll finish it within a day) District402 - (Provided Metalsmith fixes up Alt4, imo it's better than the original by far) Escort_alt5 - (Better than the original by far) Other maps that may or may not have been done: Mvalley Crossroads Isle Cyclopean
put in a new empiresmod menu panel we should end with something cool, like "thanks to the fans for keeping alive" and that kind of corny stuff
PlasmaCN+BioEngine -> FIX Scout rifle -> REMOVAL or FIX MKII -> REMOVAL Some buff to electrical, chem, and bio to make them viable start tech's. -> UPDATE
Splash damage doesn't affect unbuilt walls. This has to go. Oh didn't you read the tester thread? astroarchitect decided that it's a crappy strategy so we can keep it.
PM me the list of issues with it, i've made some changes but haven't compiled it recently. I think we discussed spreading out some of the cover in the middle. this change will have to be thouroughly tested though.
[wish] remove (or seriously nerf) building bleed when sabotaged - it really hurts smaller games, noone wants to play capture the scout (and finally 50% dmg and a building dependend effect is powerful enough, especially when using that overpowered "teamwork strategy")
Don't include balance requests. The script manifest takes care of that, so we can do that when 2.25 is out. I'm not sure if my balanced 2.24d scripts are in the SVN still but they do fix the Scout rifle sucking. But that's unimportant, the script manifest thing will sort it. Afaik, scout speed is already fixed. If not, then add it to the list. That's definitely something that should be added to the list. It's 37% isn't it on the wall? I can't remember if it's with or without repair upgrade.
Can you guys actually test what of those stuff is already implemented or fixed? Because I remember that some things are already done. Response to OP:
So there's going to be a final GUI redesign after 2.25? Careful what you say, Brutos (don't want to cause kids to become emo over this!). Of course I read it, and I don't think that novices attempting an veteran technique (Mash's single-sticky-spree, jeep-stickies, commanding, winning money in a few minutes (literally)) and thus calling said technique, "crappy," means nothing expect possibly trollery on Astro's part. I've used the technique on Money against NF's nuke/bio heavies (composite, I think), and I didn't lose my tank at all. When I (or anyone else for that matter) can beat 3 or 4 heavies without needing repairs, you know something is wrong. The PlasmaCN+BioENGINE is a bug, and needs to be fix'd. MKII removal is somewhat necessary. And I'd rather not 2.24+2.25 be named, "Empires: Riflemen/Physics Edition".
I wanted to start doing the gui stuff over the last holidays but plans (luckily for me) changed. I even made some concepts on paper :D
->buff rpg rocket speed ->buff mortar damage ->make all rockets self destruct after some time or some distance travelled ->clear sight for overheated and stun sticked vehicle ie: white smoke for overheat and purple for stun sticked ->smoke grenade max limit is 2 ( with ammo upg 4) and they block turret from shooting throught and forgive my english ;f
care to share your concepts with me? i am not a dev or anything, but if needed i could fireworks out a real looking example, or help you with graphical stuff
Have the two efficiency upgrades I've heard about gotten fixed? Rocket Smoke Trails Vehicle Turret Calculations Is the Script Manifest System, the thing that lets servers set their own script files for download?