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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
01-24-2004, 10:30 AM
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#1 (permalink)
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Senior Member
Join Date: Aug 2003
Location: UK
Posts: 704
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Emperor Mod
We've been working on a new, huge mod for almost a year now,
the features are as follows:
> 2 new factions, Algeria and Brazil
> Over a hundred new units, 70 of which are already finished
> More than 30 new buildings
> Full script support (the new units and buildings are used effectively)
> Two new AI levels ( there are normally Easy Medium and Hard), Offensive and Defensive Hard
> 20 naval units, ranging from Light Battleships to Hovercrafts
> Ultimate weapons, such as the Particle Tank or the GLA Emperor Tank
> Trade Centers allow the exchange of funds between players
> Farms constantly generate funds and are buildable by every faction
> Over ten new maps, with lots of water choke points and islands
> Possibly other features..
The reason why this mod took so much time is because the Emperor Mod Team consists of only two members, me and Zealot (not registered on this forum).
The problem with navalyards has also been solved, they can now only be built on water. Other naval structures are also buildable, the Oil Derrick for example, or Seamines.
The idea behind this mod is to increase the efficiency of the AI, and to increase the number of Units Destroyed.
There will also be tutorials for AI scripting, I haven't been able to find any so I thought I'll just have to write them myself.
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01-24-2004, 12:20 PM
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#2 (permalink)
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Junior Member
Join Date: Nov 2003
Posts: 21
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hello, its the firt time i post here
I like your idea, its much like my idea, I was trying to replace the infantry general with south africa , the lazer general with Brazil(brasilia is only a city) and tank general with urss. i stoped because im too bad making ini( now Im modeling to SST: the two fronts), but Ive made many models(17), some are totaly finished, tell your email and I can send to you take a look 
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01-24-2004, 01:01 PM
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#3 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Could you tell me how you did the naval thing? I'm going to start on a mod shortly and I wanted to include naval units.
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01-24-2004, 01:44 PM
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#4 (permalink)
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Junior Member
Join Date: Jul 2003
Posts: 9
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can the ships still go on land? or did you fix that too. thats the thing that i dont like about ship mods
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01-24-2004, 02:04 PM
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#5 (permalink)
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Senior Member
Join Date: Nov 2003
Location: Hell, USA
Posts: 179
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Quote:
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Originally Posted by kRiMiNaL
can the ships still go on land? or did you fix that too. thats the thing that i dont like about ship mods
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They are obviously hover ships! 
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01-24-2004, 05:28 PM
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#6 (permalink)
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Senior Member
Join Date: Aug 2003
Location: UK
Posts: 704
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Facehugger's right, only hover ships can go on land.
Since the navalyard can only be built on water, the ships cannot move on land and used as powerful units..
Thanks for the reminder, _Ti_
May I say that "lazer" is spelt like this : laser...
Laser stands for Light Amplification by Stimulated Emission of Radiation...
I could post a few pictures of the models here but I haven't got a place to upload them, has anyone got any spare webspace?
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01-24-2004, 05:36 PM
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#7 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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its easy to make ships only move on water, only put water as surface types in the locomotor :lol: getting them to only be built there is the problem 
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01-24-2004, 10:06 PM
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#8 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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Mithril, could you explain how your naval unit system works? (code wise not theoretically).
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01-25-2004, 09:08 AM
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#9 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Scotland, UK
Posts: 752
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Re: Emperor Mod
Quote:
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Originally Posted by Mithril
The reason why this mod took so much time is because the Emperor Mod Team consists of only two members, me and Zealot (not registered on this forum).
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Either your very good, or your lying. No two people could create a mod like that in just a year. Looks at Blitzkrieg 2, they have a full team and its taken them this long to get to a public beta.
Please prove me wrong (you can use www.photobucket.com for screenshot uploading).
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01-25-2004, 09:59 AM
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#10 (permalink)
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Senior Member
Join Date: Aug 2003
Location: UK
Posts: 704
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Thanks for the link oldmanfunk, here are some pictures:
The Chinese battleship:
A Chinese jeep:

The American apollo bomber in game
The Algerian cassan missile launch pad:
The Algerian heavy anti air vehicle
The American artillery
The Algerian AML-60
Okay, what more proof do you want?
Here is a screenshot of the factionunit filesize:
We ARE only two people. It's easier when you have a small group, you don't need to convince other people about specific ideas, and there is no need to build a "command structure", no one is the boss, so ideas can flow freely.
Have I proven you wrong now?
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