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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Star Wars: Imperial Assault - Mod for Generals- STAFF NEEDED

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

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Old 09-11-2003, 11:33 AM   #1 (permalink)
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Default Star Wars: Imperial Assault - Mod for Generals- STAFF NEEDED

I made my previous post in the wrong forum, so I am going to post it here.

------------------------------------------------

New mod for CnC Generals!!! Everything is planned out-- all I need is some staff to take action and do this!

Site: http://www.doverinteractive.com/imperialassault

Positions opened:
-Modelers
-Skinners
-Coders
-Mappers
-Campaign-Makers


I already have the whole game planned out-- here is a clip of the numerous documents I have. This one is about Jedi/Sith.

Quote:
Jedi units are created in the Jedi Temple, while Sith units are created in a Sith Palace. Jedi & Sith are expensive and take a long time to create, but can be very powerful if used correctly.

The Jedi Temple & Sith Palace are strong buildings that can create and hold up to 5 Jedi/Sith at one time (this number may be subject to change for balance issues). Only one temple/palace can exist at one time for each side. When the units are created, they stay in the temple/palace where they can upgrade their abilities. They can learn to gain a second lightsaber, create a double-bladed lightsaber, and more. After a lot of experience and time, more upgrades become available to them. When a jedi/sith are at the second level of experience, they are able to upgrade to become stealthed except while in combat, and have the ability to convert enemy units, as well as more abilities. When they are at the third and final level of experience, they can upgrade so that they can have a silenced lightsaber so that they are stealthed even when in combat, or can upgrade to stun ability so that they can stun and convert units also while remaining stealthed. ALL upgrades can ONLY occur if they are inside the temple, and some of them cost money (credits) but the cost is usually very cheap—the downside of upgrading is the long amount of time in which it takes to do so. Of course, to provide variation, some upgrades that are available to Sith will be unavailable to Jedi, and vice versa.
This is just a hint of some of the exciting features I have planned for this mod. In fact, I was thinking that if the coding would be possible, that when Jedi killed too many people at a rapid rate, they could automatically be converted to an enemy side. Keep in mind that all of this can be altered or changed—none of this is definite.

So if you are interested or would just like more info, you are welcome to email me at edan@doverinteractive.com

Thanks,
Edan Dover

edan@doverinteractive.com
http://www.doverinteractive.com/imperialassault
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Old 09-11-2003, 12:25 PM   #2 (permalink)
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some one is all ready makeing a starwars mod
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Old 09-11-2003, 12:37 PM   #3 (permalink)
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Well, competition is always healthy.....
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Old 09-11-2003, 01:54 PM   #4 (permalink)
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Zoop's one of the best moddelers around. Kinda hard to compete with that.
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Old 09-11-2003, 02:01 PM   #5 (permalink)
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Quote:
Originally Posted by ComradeJ
Zoop's one of the best moddelers around. Kinda hard to compete with that.
he can try
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Old 09-11-2003, 02:36 PM   #6 (permalink)
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Hook up with zoop's mod, he has a good deal of models and such done already too. Btw, nice site. If you don't end up merging with zoop's mod, you might as well just stop now...since it'll fail.
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Old 09-11-2003, 05:10 PM   #7 (permalink)
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I see his site-- some nice models. I had done some research before and never found another Generals Star Wars mod, asked some people too and they didn't know about Zoop's mod either. Maybe I'll email him or something, but I am going to make this mod separate from his if I must. Like xDeviantx and Damo1 said, there's enough room for two Star Wars mods. This mod will not be a failure.

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Btw, nice site.
Thanks.
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Old 09-11-2003, 05:41 PM   #8 (permalink)
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Quote:
Originally Posted by NEONecd999
This mod will not be a failure.

now thats the sprite
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Old 09-11-2003, 05:51 PM   #9 (permalink)
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Quote:
Originally Posted by damo1
Quote:
Originally Posted by NEONecd999
This mod will not be a failure.

now thats the sprite
...must...quench...thirst...
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Old 09-11-2003, 05:58 PM   #10 (permalink)
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I may be able to help you with INI coding. I'm not sure how much of the stuff you have above will be possible though. I have thought about how you would code 'The Force' and I have a few ideas.....
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