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Red alert 3 rotate buildings
Red alert 3 rotate buildings









red alert 3 rotate buildings

Map making / modding was a bit of a pain when dealing with the shared structures and building requirements (I.E. I would actually prefer if each side had a unique structures, even if they aren't visually different. For instance, MCVs, refineries, harvesters, power plants, etc. I'd be okay with keeping the single queue system with building speeds increased with multiple structures from the older titles.ĭesigning unique structures for each faction: Some of the older titles had structures that were the same no matter what side you were on.

red alert 3 rotate buildings

Interface - I'm okay with the interface of C&C3:KW, but the system of each building having a separate queue probably would be a balancing concern with the older titles. Map making: Even if we need to use 3rd party applications, I want to be able to create maps with full scripting functions. Being able to easily mod the game is a HUGE plus for me. The INI files / modding - the ability to change the INI files added a giant layer of replay-ability to the older games. Music - If you can get higher quality audio, great, but I would prefer the original scores not be changed or removed. I would very much prefer to see them not excluded - cut-scenes and all.

red alert 3 rotate buildings

Single Player Campaigns - The campaigns of all the titles up to C&C3:KW are precious to me, even as campy as they are at times. I don't care for the resource nodes from RA3, or the lack of resources from C&C4.īase Building - The method of grid-based base building pleased my OCD-like mind, but I was okay with C&C3, so long as we don't have base size restrictions. Resources - Tirberium and Ore being on the ground, gathered by harvesters, with terrain objects that spawn resources around them (ore mine/tib tree).

red alert 3 rotate buildings

This I would not want to see changed at all:











Red alert 3 rotate buildings