OpenRA - Opposing Worlds, a mod that adds a lovely mixed bunch of cool, silly, over the top stuff, while also providing a neat and fun, and (mostly) balanced gameplay experience.
[x] Adjust overlords so that they can deploy units more quickly
[x] Further test AutoDeployer as it didn't seem to do anything when I was doing minor testing earlier
[x] Test teleport network traits to see if they actually work. Idea for teleport pad structures for UAC?
[x] Test Carrier traits on the Protoss Carrier and whatever else
[ ] Maybe have the UAC Hell Portal building occasionally produce free lower tier demon actors, using the PeriodicProducer trait?
[x] Add PointDefense weapons to certain actors, like USA's laser defenses and Paladin tanks.
[x] Start looking into the extremely hacky way of implementing map-wide weather effects when a crate is picked up
[x] Could use the recently added ExplodeWeapon trait for the idea of Blossom trees infecting nearby other trees.
[ ] Finish redoing UAC infantry sprites.
[ ] Add a 'checkpoint' prerequisite for heroes that will level them to 50% if they've reached that part of their current tier before dying
[x] TeleportNetwork for GLA
[x] TeleportNetwork for Zerg
[x] TeleportNetwork for Japan ((presumably being done by @R34Fletto
[x] Add TeleportNetworkTransportable to all ground actor types, or only specific to any of those factions?
With TeleportNetwork tested and working, I'll look into adding a network system to both GLA and Zerg, with their respective support Ambush Hole and Nydus Canal powers behaving as teleport destinations. For AI, obviously this won't work and they will continue to work as they currently do, but slightly adjusted. (ie, illusion of actors teleporting but are actually just spawning in with the PeriodicProducer trait)
For the Ambush Hole, I'ma use a similar sprite to the Ant Hill, it will also have a shape like this:
xxx
x_x
xx_
Doing it like that will make it harder teleporting units to get through or out of the network, so it becomes a little harder to squeeze through an ENTIRE army. Will probably have to do it a sorta hacky way too, with the centre cell being the actual teleport structure, and the outer 'shell' just existing to block actors, otherwise, actors I think can just bypass the x cells if a 3x3 structure allows teleport.
[x] Test ProduceActorPower support power with buildings, allowing for actual structure placement for things like the Nydus Canal power or Ambush Hole
If it doesn't work, I could look into making the support power allow the player to temporarily build and place a special building.
[x] WarheadTrailProjectile - seems the best way to use this is as an invisible weapon, along with the main weapon. As is currently used with Sarge's BFG
Stuff I think about while I'm at work during downtime. This will mostly comprise of easy / smaller changes.
-576,576, -576,1536, -1536,1536, -1536,576, 1536,576, 1536,1536, 576,1536, 576,-1536, 1536,-1536, 1536,-576, -1536,-576, -1536,-1536, -156,-1536
With TeleportNetwork tested and working, I'll look into adding a network system to both GLA and Zerg, with their respective support Ambush Hole and Nydus Canal powers behaving as teleport destinations. For AI, obviously this won't work and they will continue to work as they currently do, but slightly adjusted. (ie, illusion of actors teleporting but are actually just spawning in with the PeriodicProducer trait)
For the Ambush Hole, I'ma use a similar sprite to the Ant Hill, it will also have a shape like this:
Doing it like that will make it harder teleporting units to get through or out of the network, so it becomes a little harder to squeeze through an ENTIRE army. Will probably have to do it a sorta hacky way too, with the centre cell being the actual teleport structure, and the outer 'shell' just existing to block actors, otherwise, actors I think can just bypass the x cells if a 3x3 structure allows teleport.
If it doesn't work, I could look into making the support power allow the player to temporarily build and place a special building.