Ok I have just been playing DTA 1.04 for quite some time, great mod, it really just like TD
Well anyway like any mod which is work in progress it has bugs and tweaks needed, I have been noting everything whilst playing to hopefully help you out
Here goes:
- Dead bodies do not appear, when you do implement this, they should stay on the ground for some time
- Old Eva/CABAL for Bulding on/off line and building captured
- Projectiles simply disapear if the unit cloaks or is destroyed before they reach target, SSM Launcher and other rocket projectiles are good examples, they should keep going and explode when they hit the ground
- Tiberium does not do as much damage as in TD, needs to deal MUCH more
- Some of the Explosion anims do not have attaching sounds, check the map with civ buildings, they make no sound when destroyed, nor does the Mammoth tank shells when exploding AFAIK
- SSM launcher and Flame throwers do not cause forest fires !?
- APC does not have a turret (it did in TD and RA1) the image is there but it does not move thus the entire vehicle has to turn to fire
- I think airstrike should be a crate goodie
- Roads look very odd on the minimap (due to them being buildings) they seem to clutter it rather then add any use, maybe they should not be viewable on the minimap as they are just a nuicence and make it harder to find units on the map
- I have only played on Easy, but the AI often target random units around the map rather than take out my buildings with there Ion Cannon. Threat values and/or Ion Cannon targetting .ini settings need fixing
- A-Bomb caused a weird tile bug in the strike location when launched (not when detonated). Also its spread damage seems abit buggy, I targetted enemy base between 3 buildings and a building on the other side of the viewable screen exploded ?!!?
- I think a-bomb launch anim needs to be longer (now with ppl playing TD on Hi-Res
same applies to Nod airstrip
- The turrets (turret) seems to have some weird black pixels on it, most noticable when facing TS N or TD NW
- There is no water animation, in TD/RA1 the water had animation, subtle but noticable
- Flame throwers dont seem as effective as in TD
- Chem spray infantry, did they not turn inf into viceroids, if not, what is the difference between them and Flame throwers, also didnt you need to build the "Chem Research Facility" which was cut from the game, thus the unit was only available in certain Covert op missions ? If they are to become useful i think they need to have some additional features
- Chinook has no select/attack etc voice
- Bridges dont seem to be destroyable nor properly targettable, also as bridges are not techinically bridges anymore but buildings, i think the "Destroyable Bridges" option in the menu needs to be removed, unless u plan on making bridges using the TS bridge logic
- Artillery is very bad vs buildings and very inaccurate, it needs more spread damage and needs to deal more damage to buildings, it cant even destroy sandbags in 1 hit sometimes taking 3 or 4 due to inaccuracy and low radial damage
- Commando sniper seems to have a larger than normal radius damage ?All in all it is a very good mod indeed, the air unit voxels look like the TD shp's which is amazing (minus the rotors) and every else seems pretty much spot on
I hope this helps you for upcomming versions,
I really do hope you manage to suss out how to get 32 facings on units, this is the only main thing missing from this mod (and rotors but lets not get into that). Its weird how .shp turrets can have 32 facings but the unit itself can only have 8 !?
Once again great work on this mod, in a few more versions this could definitly be a classic, also I view it as "Tiberian Dawn" which will finally be moddable
When you have perfected and polished the TD Game you could even make a TD mod if ya get me
Thanks
Almost forgot here is a screenie which explains some of the bugs better
-SMIFFGIG