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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 05-04-2003, 01:07 PM   #21 (permalink)
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But then westwood didn't give any official mod support
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Old 05-04-2003, 01:11 PM   #22 (permalink)
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Quote:
Originally Posted by Malc
But then westwood didn't give any official mod support
So, all... erm... three... games westwood made all where highly editable .... to a point..... better than friggin gens! KILL EA ! AFTER THEY GIVE US SHINY WATER! *starts humming this with a nice tune.*

Its sad to see the big companies so uncarring about theconsumers... arseholes... Maybe ww should have sold the cnc copyrights to blizzard...we would have Uber-CNC's... *igh*
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Old 05-04-2003, 05:55 PM   #23 (permalink)
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dude blizzard are not as good as EA and Konami hmmm now ur talkin my language
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Old 05-04-2003, 06:00 PM   #24 (permalink)
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New AI is possible,
Check out the modding section of the Official Generals Board, some guys given the AI a big improvemnt.
Soz if this has already been posted, I only read the topic title
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Old 05-04-2003, 06:02 PM   #25 (permalink)
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I think your probably thinking of the Almost Human AI Script that is just editing existing AI we're talking about changing the AI so they will use new units which have been added to the game.
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Old 05-04-2003, 06:08 PM   #26 (permalink)
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Yes.

So...is it possible for the computer to utilize a new faction if I make one? Or will they just stand there?
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Old 05-04-2003, 06:09 PM   #27 (permalink)
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They will just stand there
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Old 05-04-2003, 07:03 PM   #28 (permalink)
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SHIT!!!

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Old 05-04-2003, 07:29 PM   #29 (permalink)
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no dude it isnt funnier than a retard on fire this is a serious issue who has harvards email address
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Old 05-04-2003, 07:51 PM   #30 (permalink)
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I cant believe EAP actually has the balls to advertise Generals having good mod support. My ass! If they want us to believe that then release some damn source code. Whats with INI files? They are incredibly limited. Lets get some real C++ source here and write a true mod. For gods sake, even the "editor" crashes when mods r used. There wasnt even a real way to enable a mod until 1.3 and wheres the friggin mod menu button like every single other modern game (for gods sake, thats how Quake 1 did it)? People who are new to Windows or not as experienced have no idea how to enabled mods using the -mod parameter. Something tells me EAP massively rushed this product when they took over. WTF happened to the net code!? Quake is faster online play. Maybe I can understand its slow because it has to transmit insane amounts of data because of the incredible engine, but did we really need physics for every object, etc? Whats the point of Generals Online if its too slow to use and that stupid match making requires res 800x600, LOL?
[end of rant] *whew*

BTW that shiny water was probably disabled because it caused massive slow downs (just like the day/night cycles).
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