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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 10-26-2003, 05:19 PM   #31 (permalink)
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Quote:
Originally Posted by Flyby
common smurf, don't be paranoid.

I'm confident that most of those models are "home made".
Although they are a bit on the high polygon side, Kuja did a great job so far.
The most boring and tedious part is yet to come however. The UVwrapping!
lol I'm not paranoid! My friend said he imported them and looked....bleh he could be wrong.

Anyways, things like this do need to be brought up and addressed...
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Old 10-26-2003, 08:52 PM   #32 (permalink)
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Hey don't you worry, Blitzkrieg 2 is the most anticipated WW2 mod, you don't have to tarnish someone's WW2 mod (like some people usually do when a WW2 mod announces its progress) to be more popular you know

If only all the Blitzkrieg 2 crew were like Flyby (sigh)..,
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Old 10-26-2003, 10:05 PM   #33 (permalink)
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Quote:
Originally Posted by Durandal
the crusader would be the size of a car?

or is the scale in your mod larger anyway?
Well, we'll see how the scale fits in-game once I finish the units and coding. If its off, I’ll correct it to proper scale.


To answer other questions...
The first priorities is to set up my units for the mod I’m working with guyee, adding the RA2 Russian, and a WW2 German side to the "now" zero hour. We'll see how that turns out, and from there, I'll probably work with him on a WW2 tank heavy or ground vehicle only mod, using the "realistic" rule set from blitzkrieg.


Blitzkrieg provided me with a strange rule set, that made sense for the game engine they where using, but just not for ours (location based damage). It had front, side, and rear armor, and for weaponry, they had damage and penetration.... Using some crazy formula's [DMG + (2 X PEN)] for damage.... [FRONT x REAR / SIDE x 10] for hit points, I could roughly get a good balanced game, based on hit points and damage, and work the tanks cost from those 2 numbers...[DMG x 0.75 + HITPOINTS x 0.75]


The idea I had, was to start off with just light tanks, and as your general progresses in levels, say level 1 to 15 or so... (i would make the tanks have a prerequisite of a general level....) say medium would have 3, then heavy 6, then super heavy, 9 or 10... with the odd tank being an exception along the way.... and with artillery somewhere along the way... maybe at level 4 you'd get basic artillery, then at level 6 or so, upgraded or bigger artillery..
Tank destroyers and heavy tank destroyers would also fit into the equation, at their respective levels.

As for sciences, I want at least most of them general level dependant, to streamline the game, and prevent the user from switching back and forth between windows to just select a science...
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Old 10-28-2003, 10:22 AM   #34 (permalink)
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That sounds like a good idea and your models do rock out.

Judgment
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Old 10-28-2003, 12:36 PM   #35 (permalink)
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Quote:
Originally Posted by Indigo
Hey don't you worry, Blitzkrieg 2 is the most anticipated WW2 mod, you don't have to tarnish someone's WW2 mod (like some people usually do when a WW2 mod announces its progress) to be more popular you know

If only all the Blitzkrieg 2 crew were like Flyby (sigh)..,
Huh? I didn't mean this as an "attack" on the guy. A friend pointed out that they look very similar to some bf1942 models...I was wondering if someone else had looked into that. We have had issues before with things of this nature, and I just like to bring up the possibility if it arises.

I don't actively go out and "attack" mods, especially ww2 ones...hell I usually end up trying to help them. Competition makes mods better. (plus as stated this isn't a ww2 mod...he's just adding the german side to generals)
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Old 10-28-2003, 11:47 PM   #36 (permalink)
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Of course they'l look simmalir. There the exact same unit. Maybe modled at difrent times by difrent people, there all based off the same thing.
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Old 10-29-2003, 06:28 AM   #37 (permalink)
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Ahhh, guess your right Smurf, my apologies I mistook this as an attack on Kuja

Anyway, hope to see some structures on the German side, Kuja
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