I realize this is an old topic, but better to resurrect an old one than start another one, I'd think.
I've created a summary of feature suggestions that modders would like to see (some obviously more feasible than others) from this and other threads, as well as a few of my own - which others may have thought of as well, I'm not claiming anything as my own, that's not why I'm doing this.
Why I am doing this is to hopefully let IV know that we're still interested in making mods, and some of these suggestions would make modding a little easier, and give us more options to make better mods, which will only result in better word-of-mouth, which will translate into more sales. Yes, if you build it better, more people will come.
PS - I haven't been on IRC much in the last few months, so if any of these suggestions have been implemented, please let me know and I'll remove it.
Feature Request List
Gameplay:
-AI routines for Squads(so they can be on Team 2)
-Add a 'None' option to research, so research can be paused until a more desirable researcch candidate can be found (example: saving points until you find the 'Officer' research cube instead of wasting it on upgrading Engineers)
Sounds:
-Allow 'sounds.txt' to be read from a mod folder (might encourage more people to actually use it)
-Scriptable sound cues(ex. PlaySound SepulvedaVoice1)
Graphics:
-Allow the user to designate RGB colours for team 0, 1, and 2 DGs and the 'virii glow' (in each mission file, or if that's too much of a hassle, in game.txt)
-Allow the user to designate sprite used for DGs and virii on a per-level basis in the mission file (Ex. regular DGs, combat damaged DGs in next level, further evolved DGs in next level, etc.)
-One use sprites used in game rather than multiple uses of laser.bmp, glow.bmp, etc. This makes modifying the look of a mod easier without worrying about how a change will make everything else that uses that sprite look
-Ability to add DG ghosts to a level as decoration
Buildings:
-Reload shape files on switching to/changing mods (to eliminate need to restart game)
-Allow modder to change 'coming online' parameters on some buildings (ex. energy required for generator, primitives required for refinery, etc)
-Fix the pylons so that they work properly (complete with energy travelling the lines) without solar panels (has anyone ever got them to look properly?)
-A generic building type (we can change the .shp for on a ber-building basis) with customizable # of DG ports to bring it Online
-A generic building type (we can change the .shp for on a per-building basis) that can be blown up with weaponry to be brought 'online' (like Spam Cubes are brought online when they are desstroyed). Variable HP that the user can set.
-A generic building type (we can change the .shp for on a per-building basis) that can be blown up with weaponry to be brought 'online' (like Spam Cubes are brought online when they are desstroyed). Creates units a la an AISpawnPoint until destroyed. Variable HP that the user can set.
Scripting:
-Allow modder to script his own secondary objectives similar to customizing his primary objectives (currently crashes the game, IIRC)
-Allow the users to set customized speed/health/reload speeds for units/enemies in the mission files that supercede the ones in stats.txt if they are present - use stats.txt if they are not
-Scriptable 'BuildingOnline's (say, walking into a ScriptTrigger, calling a script to activate a Trunk Port all within the level)
-Ability to activate snow in a level via the map or mission file on a per-level basis ( I want to do a Darwinia South Pole level! Very Happy )
-Scriptable Sepulveda avatar changes - to show 2 people carrying on a conversation in a level, or to switch allegiances 1/2 way through a mod
example:
Say line1
SwitchAvatar Prometheus
Say line2
Say line3
SwitchAvatar Sepulveda
Say line5
This could be done by making the hardcoded word 'Sepulveda' a variable that looks for [directory] and loads [directory]1.bmp through [directory]5.bmp. This variable would be set to 'Sepulveda' by default (either in-exe or in prefs.txt), and not break the current game or current mods. Setting 'SwitchAvatar Prometheus' would then load prometheus1.bmp through prometheus5.bmp from the 'prometheus' directory.
-Adding simple if/then commands to scripts rather than having x number of scripts for multiple outcomes
example:
If BuildingOnline:dummylevel,12 BuildingOnline:dummylevel,23
SetMission dummylevel mission_dummylevel_choicea.txt
Say dummylevel_text2
ElseIf BuildingOnline:dummylevel,12 BuildingOnline:dummylevel,24
SetMission dummylevel mission_dummylevel_choiceb.txt
Say dummylevel_text3
or just:
If BuildingOnline:dummylevel,12 BuildingOnline:dummylevel,23
SetMission dummylevel mission_dummylevel_choicea.txt
Say dummylevel_text2
ElseIf
SetMission dummylevel mission_dummylevel_choiceb.txt
Say dummylevel_text3