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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » BattleMech Total Conversion Needs new SKINNERS

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

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Old 09-08-2003, 03:46 AM   #1 (permalink)
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Default BattleMech Total Conversion Needs new SKINNERS

We will make a Total Conversion for the BattleMech Mod and a new member DarkAngel is already busy redoing all the weapon system. We will add more mechs, vehicles, and structures for this project, but we really need an experienced SKINNER to reskin all the models.

So, anyone interested?
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Old 09-08-2003, 11:04 AM   #2 (permalink)
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Whew! Man, changing your e-mail is more trouble than I thought... aladin, good to see you're beginning the TC! I take it this means you're done with your mod? I wish I could help, but at the time I don't have Generals installed on my comp. I had it installed with a no CD patch, 'cause I helped a friend buy it and figured I might as well be able to play it since I helped pay for it! But, for now, all I can do is some modeling.

By the way, how is this mod going to be done? Will it be done the way I suggested in my TC post, or do you have something different in mind?
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Old 09-08-2003, 02:49 PM   #3 (permalink)
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Details for the mod is not yet finalized, but all structures and vehicles will be changed. DarkAngel is already editing the weapon systems. We talked about changing the sides to Stiener, Clan, and Laou like in the MechComander2.
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Old 09-08-2003, 04:30 PM   #4 (permalink)
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But the salvaging system will be the same as the one I suggested, right?
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Old 09-08-2003, 04:41 PM   #5 (permalink)
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Here were my ideas for how to do a TC in case you're interested (or haven't read it already)

1) Mech production: There will be 3 factory types to create for mech production: Light, Medium/Heavy, and Assault. There will also be airfields, helicopter pads, vehicle production facilities, and, if applicable, naval facilities. A barracks wil also be available for the training of additional pilots to take over salvaged mechs.
2) The following faction conversions are:
America-Innershpere: Innershpere mechs will be cheap, relativley quick to produce, but not as powerful or advanced as the clan mechs.
China-Clan: Clan mechs will be expensive, slower to produce than normal, and slightly more powerful than IS mechs, at the cost of reload times.
GLA-Mercenaries: Will have access to some of the lightor medium mechs of both factions at the start, with no heavy or assault production facilities available. The mercs advantage is economy and salvage, which will use the Marauder logic to upgrade some mechs/vehicles.
3) I've heard that up to 6 weapons can be added to a unit in a weaponset, so to customize mechs for different duties, I hope to utilize ranger logic to select between different weaponsets, one with 2 med. Pulse, a light gauss, and an LBXAC-10, another with a Rotary Autocannon5, 3 Med. X-pulse, etc.
4) Salvaging of enemy mechs will be accomplished with a very slow-moving Killpilot projectile. If the mech is destroyed before the projectile comes in contact with it, the mech explodes, and a salvage crate is left behind (If mercenary, possibly for all sides). If it reaches the mech before it explodes, the mech will be available for capture by any extra pilot you have. The KillPilot weapon's speed will be determined by the weaponset selected.
5) Capturing buildings will be handeled by Commandos, which can be carried in transport choppers or ground vehicles. The Commandos can also be used to steal blueprints for enemy mechs (if this logic is applicable. If it's not, don't laugh. It's not like I know the code like the back of my hand)
6) If applicable, there will be a "Free Market" strcture available for the Mercs (possibly all factions) at which you can sell off any mechs you don't need.
7) If naval units are possible, most mechs will have the ability to wade across water to reach a destination or to attack naval targets, at the cost of speed (if applicable).
8) Campaigns are open to suggestion. Mercenaries will of course be working for whoever. (if only the game allowed you to select the next campaign...)
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Old 09-08-2003, 05:31 PM   #6 (permalink)
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Replying to Aladin

What about Davion? Davion salvaged alot of clan mechs and use them for themselves so I think the clan should be taken out and replaced by davion using their weapons.
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Old 09-09-2003, 12:47 PM   #7 (permalink)
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Couldn't the different houses be used only for the single player campaigns? That way, you get the diversity of different factions where it counts AND you get pretty much everything you could possibly want from IS, Clan, or Merc. in Skirmish. Or would that be too difficult?
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Old 09-09-2003, 03:25 PM   #8 (permalink)
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What mechwarrior are you basing this off of?

I think it shoudl be MW2:Mercs. (old but great!)
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Old 09-09-2003, 04:32 PM   #9 (permalink)
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Well, it'll more than likely be based off of Mech4: Mercenaries. But, if it's alright with aladin, I think it would be a great idea to add some derilect mechs around some maps, that way you can salvage some old Stone Rhinos and the like.
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Old 09-09-2003, 06:33 PM   #10 (permalink)
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I don't have mercenaries so I wouldn't know what would be included. But I do have MW4 Black Knight. I still think the TC should be about the 3 biggest and major houses of the Inner sphere, if its possible, add a forth side: the Clans.
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