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  1. 4 votes
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    HW2 clan system

    Bring a clan system to halowarpoint.com, have a leaderboard of top clans based on population/mmr. Use a clan based community to support 2's and 3's tournaments.
    Psyalac
    291
    views
    3
    comments

  2. 3 votes
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    Engineer Nerf

    Engineers currently are just far too effective of a unit. The y ability causing a 40% damage reduction is far too strong in my opinion and should be brought down to maybe around 20%. The central healing rate is possibly too strong but I think it would need to be seen how strong it remains after the y ability is brought more in line. They cost only 200 blue and 30 yellow which seems a tad cheap especially for a unit this effective but again this would need to be reconsidered if other nerfs are implemented. Engineers often combo and stack way too well with other passives and powers in the game, such as combat repair for one.

    To demonstrate how strong engineers are in the current meta. Here is just one clip of this exchange.
    https://www.twitch.tv/nakamura_rts/clip/OriginalUnsightlyArugulaPrimeMe?filter=clips&range=all&sort=time
    ROCKGENERATION
    175
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    0
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  3. 1 vote
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    Better Civ and Culture Addition

    Currently, the only way to truly add a new civilization or culture is through hacking the game. This is time-consuming, difficult, sometimes infuriating, and overall messy. Many times, the workarounds in hacking the game are inefficient and require a great deal of extra work. 
    In Retold, it would be extremely helpful if there was a way to simply and directly add a new civ or a new culture, including functionality in:
    The main god picker menus. The dropdown god picker menus. Techtree, anim, sound, and proto tags. The fake techtree. UI elements such as the game border.
    AProperGentleman
    175
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    0
    comments

  4. 2 votes
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    Additional XML Properties

    Currently, the XML only allows for gadgets without specific properties. It would be very helpful if it were possible to add new buttons with new OnClick functions, perhaps defined by some kind of script, VC-style or otherwise, or perhaps from a menu of more generic calls from buttons on that xml. 
    AProperGentleman
    161
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    0
    comments

  5. 1 vote
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    Better VC Scripting Language

    Currently, the VC scripting language is very bare-bones and lacks many features most scripting languages possess. Adding more complex datatypes would allow for more complex function returns, as well as making VC scripting significantly easier and more natural.
    AProperGentleman
    175
    views
    0
    comments

  6. 1 vote
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    Modded Matchmaking

    If a player has a desync-sensitive mod, they should be able to enter matchmaking and try to find a game with someone else with the same mod.
    AProperGentleman
    160
    views
    0
    comments

  7. 1 vote
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    Developer Modding and Scenario Community Liaison

    A specific developer of the game whose job it is to facilitate communication and requests between community content creators and the dev team as a whole. Ideally, this could lead to things such as newly generated god power types, triggers, and minor mechanics for creators to use in modding and scenario design. 
    AProperGentleman
    156
    views
    0
    comments

  8. 2 votes
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    Backwards Compatibility

    Even though it is extremely likely that AoM Retold will have many significant file and file processing differences from Extended Edition, it would be extremely helpful for many in the modding community and practically a godsend for scenario designers if there were methods of specifying that they are written in Extended Edition syntax and therefore should be processed in that fashion. 
    As an example, if Retold should change random map scripts significantly, it would be a great asset for random map creators if they could simply add a single tag or change a version id in order to make their old random map scripts work just as they once did. 
    AProperGentleman
    225
    views
    0
    comments

  9. 1 vote
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    Modded Matchmaking

    If a player has a desync-sensitive mod, they should be able to enter matchmaking and try to find a game with someone else with the same mod.
    AProperGentleman
    147
    views
    0
    comments

  10. 3 votes
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    Poison Customization

    Currently, poison is a fixed effect. It would be nice if the attack with the poison tag could have some method of giving the exact poison damage total and damage over time, along with every attack being compatible with poison.
    AProperGentleman
    164
    views
    0
    comments

  11. 3 votes
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    Fix Veterancy Gain in all Unit States

    Currently units don't gain veterancy when moving, on hold command or attack move. The state the unit is in should not influence veterancy gain.
    Note: bounties and level boundaries need a complete rebalancing if this is done.
    Nakamura
    286
    views
    0
    comments

  12. 2 votes
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    Veterancy Value changes

    Grunt riders give 3xp
    Grunt Goblins give 1.5

    Hell bringers give 7
    marines give 5

    The fact Killing 1 marine gives my unit more veterancy than killing 3 grunt goblins should be changed. I imagine there are more veterancy numbers to be tweaked but those are the most startling to me since yap also has the ability to buy guilt trip and further reduce these vet numbers. Added onto the fact that Grunt Riders also have the incorrect armor type applied to them making them have the same armor type as elite rangers while being a t1 unit makes them extremely hard to kill and since they give only 3xp extremely unrewarding in a double disaster.
    ROCKGENERATION
    237
    views
    2
    comments

  13. 8 votes
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    Replay System

    Add a replay system to allow us to re-watch matches. Store the last X (20?) matches before overriding. Allow renaming of the files for permanent saving. Allow watching as a party via custom games. Allow sharing the files with others (friends content creators).
    Nakamura
    169
    views
    0
    comments

  14. 1 vote
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    XS/TR/AI Functions to fix or add.

    1) Fix "place second building over socket unit" exploit that results in free Town Centers (also uncompleteable TCs if number of builders changes mid-build) See:

    2) Fix Rain GP increasing Wood gather rate.
    3) MAJOR BUG: Population counts may reset to 0 on reloading a saved game (seems to occur for all players, generally in late-game for unknown reason).
    4) Fix aiChat(), kbUnitGetResourceAmount() functions.
    5) Modify/Fix aiTaskUnitEject(int unitID, int containerID).
       ContainerID MUST be passed and equal to building containing UnitID (which is combersome and seems unnecessary),
       BUT it cannot be used to teleport across different Sky Passages either (which is the only reason it would make sense).
    6) Let BuildingWorkRate, ResearchPoints, Icon/PortraitIcon, RolloverTextID, etc etc (as many fields as possible) be modifiable via techs. BuildingWorkRate should work on units who train/research too (currently ignored on non-buildings).
    7) trPlayerGrantResources() The "amount" param typeshould be changed from int to float, or aiResourceCheat() should work in multiplayer/RMs.
    8 ) Fix "TCs can't be built near allied settlements in treaty mode".
    9) Implement short-circuiting in XS (you probably know what that is but if not: https://www.geeksforgeeks.org/short-circuiting-in-c-and-linux/ )
    10) Implement inlining in XS, if not already done.
    11) trUnitChangeName() should work in all cases, Single Player, Multiplayer, RMs...
    12) Dead units with the HeroDeath flag shouldn't be buildable on. At minimum, corpse shouldn't disappear if build upon.
    15) Mod Functions that would be wonderful:
      - int aiTaskUnitCancelTrain(int unitID, int protoInTraining, int numToCancel=999999) (Return: Num of units canceled)
      - int kbTechGetResearcherID(int techid): Returns ID of unit that researched/is-researching techid. -1 if tech is not active/researching or activated via trigger.
      - kbUnitQuerySetAnimationActionType(int queryID, int actionID) 😄
      - kbGetPlayerName(int playerID) 😄
      - kbGetTechID(string name): Like "kbGetProtoUnitID" but for techs.
      - trUnitAddInventory(float amount): Adds (subtract if neg) amount to the inventory of trSelect-ed unit(s). (Ie, replenish/deplete Gold Mines with a trigger!)
      - trProtoUnitChangeName(int playerid, int protounit, string newName): Same as a "SetName" tech effect, but allows triggers to customize.
      - trModifyTechCost(int techid, int playerid, int resourceid, float amount): Like trModifyProtounit(), but with costs of a tech.
      - trModifyTechResearchPoints(int techid, int playerid, float amount): Ditto research points of a tech.
      - trUnitSpawnFrom(int spawnUnitType=-1, int quantity=0): Make trSelected() units spawn <quantity> <spawnUnitType>s. WHILE RESPECTING THE GATHER POINTS OF SPAWNERS!
    NateE
    166
    views
    0
    comments

  15. -4 votes
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    Remove generic Titans and replace them with the God being used

    For example, a player playing 'Thor' when making a titan will summon a 'Thor' unit/hero, rather than a gigantic Troll. The Unit doesn't even have to be huge, but can have great stats like a watered down Arkantos (God). I always thought the Titans themselves were a bit lame looking.
    Norse mythology is really big right now (MCU, God of war, Vikings.. etc) would be nice to have an actual Thor, Loki and Odin character/unit in the gameplay. Would probably attract new players.
    IamRich
    148
    views
    0
    comments

  16. 1 vote
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    Modify player scores

    Currently when pressing F4 the player score are displayed. We would like an override trigger command to change the numbers and freeze the player score.
    Yeebaagooon
    120
    views
    0
    comments

  17. 0 votes
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    Increase length of 999 taunt

    The 999 taunt is widely acknowledged as the best song in the game, but it is too short. It should be at least doubled in length. If a new civ is introduced, the 999 song would be a good choice to use as their starting song as well.
    strausshaus
    138
    views
    1
    comment

  18. 9 votes
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    An option in the game settings to use the unit/building models of the original version

    And an option to use the textures of the original version
    axolotl
    124
    views
    0
    comments

  19. 1 vote
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    Keep the colors of the textures more muted and realistic instead of colorful/cartoonish

    Or at least have an option for it in the game settings.
    axolotl
    153
    views
    1
    comment

  20. 4 votes
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    Keep the weapon, unit and building models somewhat realistic in size relatively to each other

    More like AoM and not like AoE4. Or at least have an option for it in the game settings.
    axolotl
    158
    views
    0
    comments

  21. 11 votes
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    Add a co-op campaign

    -
    axolotl
    151
    views
    0
    comments

  22. 5 votes
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    Remaster the campaign with improved cut scenes

    But keep the story and missions
    axolotl
    189
    views
    0
    comments

  23. 0 votes
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    Global="" flag option for soundsets.xml definitions

    Global="" allows players to define sounds that are played throughout map, regardless of it's progenitors location, it essentially would be a soft code exposure for hardcoded global sounds (i.e Age Advance) and would be beneficial for modders and scenario editors for things such as map-based ambient soundscapes (similar to AoE3's map type based ambient sound loops)
    XLightningStormL
    143
    views
    2
    comments

  24. 10 votes
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    Blind Pick God Option

    Based on the ever popular https://www.voobly.com/gamemods/mod/231/Blind-Pick in competitive circles.

    Essentially functions as competitive choice for random, but does not allow opponents to see what major god you got during loading, etc, instead being written as "PlayerName (Unknown)" or "Unknown" in the lobby.

    However unlike the mod, the player can still see their major god and icon during gameplay.
    XLightningStormL
    144
    views
    1
    comment

  25. 3 votes
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    Consider a game mode that allows a modular pre-game selection of minor god choices

    The idea is to have a single but freely customizable Civ.
    Players can choose a major god and 6 minor gods (2 options for each age)
    All choices will be blind picks for the opponent.
    JeHathor
    164
    views
    0
    comments

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