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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 01-24-2004, 10:30 AM   #1 (permalink)
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Default 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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Old 01-24-2004, 12:20 PM   #2 (permalink)
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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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Old 01-24-2004, 01:01 PM   #3 (permalink)
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Default

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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Old 01-24-2004, 01:44 PM   #4 (permalink)
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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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Old 01-24-2004, 02:04 PM   #5 (permalink)
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Quote:
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
They are obviously hover ships!
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Old 01-24-2004, 05:28 PM   #6 (permalink)
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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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Old 01-24-2004, 05:36 PM   #7 (permalink)
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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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Old 01-24-2004, 10:06 PM   #8 (permalink)
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Mithril, could you explain how your naval unit system works? (code wise not theoretically).
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Old 01-25-2004, 09:08 AM   #9 (permalink)
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Default Re: Emperor Mod

Quote:
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).
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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Old 01-25-2004, 09:59 AM   #10 (permalink)
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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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