Page Index - Ares-Developers/Ares GitHub Wiki
563 page(s) in this GitHub Wiki:
- Home
- "Guard area" or "Combat Air Patrol" feature
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- 0.2 test branch questions to answer
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- [Blueprint] Evil Carryalls
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- a new game mode
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- a new way of defining powerplants
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- a secret lab option to modify all of your units on the battlefield
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- a tag to control sidebar tooltip colors
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- a tag to enable move over a structure behavior
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- a unit traker
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- a way to be able to deploy vehicle hijackers out of a hijacked vehicle
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- ability for weapons selected by range rather than primary secondary
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- ability to merge unmerge units
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- ability to save random maps as normal maps
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- active protection systems
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- add a death timer function for units so that they take damage over time
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- add a new sw ai targetting method random
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- add additional high bridge tile sets
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- add new tag to allow choice of aircraft for separateaircraft no
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- add radimmune to possible veteran elite abilities
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- add rmgmd.ini controls for desert maps
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- add support for more sound channels
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- add the bounty logic
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- Adding LaunchBase Metadata to your Branch
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- Additional Side Customizations
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- Additional Superweapon AI targeting methods for support powers like repair & heal
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- additional unit cursors
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- ai building firebases next to structures
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- ai enhancements
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- ai targeting
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- aiming point in buildings
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- aircraft .shp s
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- aircraft carrier hornet destroyer osprey bombs
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- aircraft factory rally point
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- aisafedistance tag should be split
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- allow adding cursors through shp animation
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- allow adding new sides
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- allow ai to reconsider superweapons
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- allow buildings to decloak and fire upon cloaked units
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- allow customisation of the flh of spawned aircraft hornets
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- allow deploytoland to work on jumpjets esp infantry like the rocketeer
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- allow different ifv names
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- allow freeunit to take any unit not just vehicles
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- allow genericwarhead to accept weapontype
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- allow infinite extra palettes for buildings and infantry
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- allow modders to choose how many of a certain building each type of ai can build easy medium hard
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- allow modders to choose what happens to a parasite when a host vehicle is destroyed
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- allow modders to choose what happens to parasites if the host heals
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- allow player x functionality for more script related functions
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- allow shp vehicle units to use a sequence like infantry units do
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- allow the addition of add more crate types
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- allow the creation of custom radiation types
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- allow units aircraft carrier style attacks to gain veterancy
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- allow units to turn into other units upon promotion
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- allow warheads to temporarily change the lighting
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- allowing ai to have scripts to attack specific units vehicle infantry
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- alternate deathweapon on an active sw
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- alternate deploy
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- Alternative multiplayer server support
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- alternative voxels for damaged states
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- ammo on weapons
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- attachanim for units
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- AttachEffect system
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- attribute modifiers on weapons
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- auto deploy for human players
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- auxbuilding.negative extended logic
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- Bounty branch doc
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- bridges
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- buildings that can upgrade units
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- cameo palette s loadable from sidec mixes
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- Campaign and Multiplayer Score Screens
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- campaign buttons + mission selection enhancements
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- cannot target this function for custom cursors
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- cellspread and buildings
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- chrono prison logic visual enhancement suggestion
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- chrono sphere designate source animation should be displayed to allies
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- chronoshifting war factory
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- Comparison with other YR Hacks and Patches
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- complete burow logic
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- costum mouse coursor
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- count for aibasespacing
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- crate weapon
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- cratebeneath true cratebeneathismoney true
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- custom cursors on normal weapons
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- custom missile types
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- custom storms
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- custom unit exit direction path
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- customise skirmish game completion screen
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- customizable airstrike confirmed voice
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- deglobalise chronotrigger etc
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- deliver unit s using rally point
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- deployable warheads
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- different cameo backgrounds for left right column cameos
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- Disable checking the serial number
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- dock to unload passengers logic
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- drain weapon with ranged weapon dont work
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- dune starports
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- EM Pulse Cannon Super Weapon
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- emp on factory barracks
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- enable custom palettes for any shp object
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- enable customization of special weapon colors
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- Enable detail level slider in in game options screen
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- enable enterwatersound leavewatersound for vehicletypes
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- enable the generation of urban areas and add a checkbox to control it
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- enable webguy from ts fs
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- enhancement to rad beams ability to draw more than one at a time
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- enhancement to superweapons multifire and targetself
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- error id 10.t pebkac
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- eva alert like createsound on unit deploy
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- expanded operator logic operator determines voice of unit
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- experience from friendlies
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- extend cellspread from 10 to 100
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- extend paradrop superweapon
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- extend prism forwarding
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- extend the emp logic
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- extending upgrades to include documented limits
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- fix and improve dropship loadout
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- fix powered units bug
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- fix so rof 0 work
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- flagging weapons
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- force field starcraft2 feature
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- gamemode specific ai code
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- gap.reveal
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- garrison clearing projectiles
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- gattling cycle
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- gd03
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- give new sides a voice eva.tag
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- graphical stuff to make soldiers partially visible in trenches
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- harvester features and harvesting weapons
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- have a weapon warhead tweak that allows the flipping of tanks by area effect weapons
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- hulk transformation logic
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- Hunter Seeker Super Weapon
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- ie helper
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- if you have more than 50 units you cant find units in crate
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- implement weapon allowedstates to simplify weapon selection
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- implement weapon allowedtargets
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- implement working ice logic
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- improved omnicrusher unit ai
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- improved overriding of multiplayerdialogsettings in custom game modes
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- increase the number of facings for shp units
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- increased ally sharability
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- individual hover settings
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- individual unit terrain travel tag
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- infiltration types
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- ini section includes section templates
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- iron curtain protection should affect infantry with cyborg yes
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- ironcurtaincolor to warhead
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- ischargeturret forces the unit to only have one weapon
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- ispermaprerequisite ispermanegativeprerequisite
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- it should be possible for the ingame wind to change over time
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- jumpjet balloon hover vehicles and passengers
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- LaunchBase Ares Retrieval
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- leech weapons
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- log file writing using the log command line argument
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- make demand free load buildup be loaded from the ini again
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- make parallel ai queues customizable by difficulty
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- make parasiteable work on buildings
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- make psychicdetectionradius flag affect infantry and vehicles not just structures
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- make teamtalk messages look different
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- make the units fire two weapons at same time
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- making building glow + line effect for airstrike optional
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- making infantry full promoted in armory should cost
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- map trigger action to fire any targetable superweapon at a given waypoint
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- mirage logic expansion
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- mirror ability in units
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- mlrs beacon
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- modification to custom mouse pointers logic
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- modification to diskdrain vs power logic
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- money conversion
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- morale bravery panic system
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- more garrison frames in the shp
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- more ifv modes weapons turrets
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- more than two weapons on a unit
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- movement through warheads
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- movies list is hard coded
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- multi docks for refinery
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- multiplayer games about ai
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- multiple secret lab lists
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- multiple superweapons on one structure
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- multiple types considered as one class to selection and buildlimit
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- multiple voxel turrets battleships like in ra2
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- new ai script
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- new ai trigger type
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- new spy behavior
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- new tiberium ore tree types
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- new variant on the soviet battle bunker code tunnels
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- new warhead option demindcontrol
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- new weapon options cloak. and decloak
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- noammoalt or even noammoclass
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- open topped units do not decloak when their passengers fire
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- optional prerequisite.negative eva modification
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- parachuted yes
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- ParaDrop in Water
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- paradrop style war factory
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- Partial resistance to KillDriver=yes warheads
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- passenrger ejection throw weapon
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- phase tech
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- prerequisite groups to accept any unit type
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- prerequisites fullfilment by capturing certain houses buildings
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- proposal of radical alteration of paradrop code
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- ra1 like mission features
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- radiation doesn t affect buildingtypes
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- range limit for superweapons
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- re enable create shroud regrowth and fog of war
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- re enable mine layer logic
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- re enable original cloning vats behaviour
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- re enable sellunit but have it more customisable see description
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- re enable the emeffect
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- re enable tiberium effects
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- re enable unused crate bonus
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- real aircraft take off feature
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- remove hardcoding of robot control center
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- replay system at least a basic one
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- researches
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- restore ability to change a plane s home airport
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- restore droppod reinforcements logic and superweapon
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- restore function for cluster tag
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- restore the cloakstop function
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- restore ts berzerk logic
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- reverse engineering logic
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- rewire digsound and nukesiren
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- rewrite extend map scripting logic to support multiplay houses
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- rewrite technoclass selectweapon to make use of more than two weapons
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- Rewrite the crate bonus logic
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- rewrite weaponcount and associated loader code to load unlimited weapons instead of 18
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- rmg screws up urban areas on desert
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- Rules in accordance with the theater.
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- set count of instances of certain building type necessary to be owned to fulfill prereq
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- show damage number when unit get hit by weapon
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- show health in number
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- shp unit improvements
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- side country specific grfxtxt.shp
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- side country specific loading and score theme
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- slaves
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- some ways to modify the accuracy of an weapon
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- sonar pulse effect on warheads
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- split spyeffect.revealradar to two separate flags
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- stealth units should not be transparent
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- superweapon scatter
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- supply lines
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- support for 16 bit shps
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- sw.affectstarget notself
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- TCP IP based multiplayer games
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- tech level slider
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- temporal deglobalization
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- terrain object transformation feture like cc1 s blossom tree
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- theater specific unit attribute modifiers
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- there is no secondary fire sequence for infantry in the water
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- toggle power button in the bottom ui bar
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- toggle power sw not show special animation for disabled buildings
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- tooltips expansion
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- tracking bug for custom cursors
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- trenches
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- ts firestorm defence
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- ts style load screen support
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- unhardcoding urban combat values
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- unhardcore organic and mechanical warheads
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- unit de evolution upon death
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- unit go through war factory when it comes out the war factory and control it to the transport
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- units to be stunnable by a stun weapon
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- urban combat damage model overhaul
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- use buffers to process graphics
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- varients on charges and gattling logic for infantry
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- various random map generator improvements
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- vehicle husk and maybe building ones
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- veteran elite stuff
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- veterantanyanaked
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- voice for vehicle hijack command
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- voxel animations and drawing
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- vtol aircraft go through building s
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- warhead triggered animation
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- warheads residual damage
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- warheads unit flash
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- waterstate
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- waypoint mode aircrafts
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- weapons affecting units attacking a target
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- weather effects
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- weird shp vehicles
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- when carryall lift a vehicle and die vehicle deathweapon is ignored
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- when player can t afford a sw it s cameo could be darkened
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- whiteboy bug fix
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- world in conflict airstrike style
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