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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
07-07-2004, 07:02 AM
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#1 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 605
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ZH Engine limitations....
'Lo
I'm interested in developing a TC for ZH to turn it into Earth 2150, and due to the complexity of both games, it'll take a while to get it to work right, but before I begin with anything, I would like to know how you do stuff using the ZH engine, that isn't mentioned in the "trade secrets" thread
in E2150, the 3 factions had different ways of building things, resource gathering, and unit creation, as well as misc stuff... so....
so I need to know which of these you can, and cannot, or are utterly impossible with the game:
[ul][*] Multiple maps open at the same time (Earth 2150 allowed for the switching between maps, and the transferring of resources and units between)[*] "Field based" resources, like the ore and tiberium fields of older games, which can be:[*] ...harvested by vehicles (much like previous C&C games)[*] ...have buildings placed on them (like a mine structure)[*] 100% customisable units (IE: you can choose what weapon goes on what chassis and with what additional technology... much like the "MechLab", and in-game[*] A researches panel, where you can choose what weapons and chassis you want to develop for use in the unit creator and so create units with these weapons[*] Unit transporters (can't be too hard?)[*] an ammunition system, where units with non-energy weapons (like rockets, 'nades, and bullets, will run out and need to be restocked) in E2150 there are arial-reloading units that land on the unit that needs ammo and resets the ammo count[*] a shield system, basically, if an energy weapon hits a shielded unit or structure, an EM shield bursts open and absorbs the energy projectile/beam (but this also deplets it)[*] I don't suppose you could also mod ZH to allow tighter control of units, E2150 allowed settings of commands like "don't attack this unit unless..." or "attack nearest unit, or weakest unit", and my favorite: "lights on/off/auto"[*] Oh, and the UCS side of E2150 had the "shadow generator" to shield units from the enemy, I assume this can also be worked into a mod?
[/ul]
If anyone needs screenshot or animated examples of these game mechanics, I can easily provide them, however, right now I'm on holiday/vacation, and I wont be back untill the 14th July
-W3bbo
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07-07-2004, 07:31 AM
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#2 (permalink)
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Senior Member
Join Date: May 2004
Posts: 181
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About the only thing i'm certain can't be done is the customizing units in game without using upgrades and such... Thats one of my favorites about the earth series the customizing vehicles in game...
I'm curious why your wanting to start a earth 2150 modification when earth 2160 should be out later this year...
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07-07-2004, 11:38 AM
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#3 (permalink)
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Senior Member
Join Date: Feb 2004
Posts: 872
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multiple maps open at once outta the question , game doesn't support it but the tranporters can be simulated using the tunnel netork from the GLA. Also ammo system would be too cumbersome in Generals or ZH cause it requires too much micro managment on a macro managment RTS game.
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07-08-2004, 06:57 AM
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#4 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 605
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I've spoken to a few Gen/ZH modder freinds of mine (and why didn't I in the first place?)
Most of the stuff should be accomplishable, including the ammo and shield systems, however, due to the "simplicity" of the ZH engine, I guess I'll have to leave out the ammo part, and tbh, it can be a pain when playing Earth anyway
And Re: Capt. Pickles, I'm just a bored student with two months to do nothing, so this might be something to consume my time, Earth 2160 looks amazing, but E2150 lacked in a few areas, especilly the "grid-based" approach, then again, a "move anywhere" engine would have been a bit of a strain on '99 computers, plus I Zuxxez's games don't really get that much media attention, maybe with this mod I might be able to help US Sales of E2160... maybe I should ask Zuxxez for money for promotion
Peace
-W3bbo
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07-08-2004, 03:33 PM
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#5 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
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Rather uninspired mod idea.
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[*] Multiple maps open at the same time (Earth 2150 allowed for the switching between maps, and the transferring of resources and units between)
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Impossible, one map at a time only.
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[*] "Field based" resources, like the ore and tiberium fields of older games, which can be:
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Very much so
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[*] ...harvested by vehicles (much like previous C&C games)
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You betcha.
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[*] ...have buildings placed on them (like a mine structure)
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This can be done too (but with limited effectiveness).
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[*] 100% customisable units (IE: you can choose what weapon goes on what chassis and with what additional technology... much like the "MechLab", and in-game
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Yep, with a bit of clever model part hiding and upgrade stuff - the only thing is that you can only change a locomotor (the way a unit moves) once, and it's permanent. There's also a limit to what you can do with other upgrades too (such as only one true weapons upgrade - but there are other ways around that)
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[*] A researches panel, where you can choose what weapons and chassis you want to develop for use in the unit creator and so create units with these weapons
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Using the 'sciences' logic, you can do that fairly easily.
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[*] Unit transporters (can't be too hard?)
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Too damn easy.
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[*] an ammunition system, where units with non-energy weapons (like rockets, 'nades, and bullets, will run out and need to be restocked) in E2150 there are arial-reloading units that land on the unit that needs ammo and resets the ammo count
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Also very easy ^_^
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[*] a shield system, basically, if an energy weapon hits a shielded unit or structure, an EM shield bursts open and absorbs the energy projectile/beam (but this also deplets it)
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Sort of, but I doubt you could achieve the exact effect u're after.
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[*] I don't suppose you could also mod ZH to allow tighter control of units, E2150 allowed settings of commands like "don't attack this unit unless..." or "attack nearest unit, or weakest unit", and my favorite: "lights on/off/auto"
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To a very limited degree, but it would interfere with all the other stuff u want to do.
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[*] Oh, and the UCS side of E2150 had the "shadow generator" to shield units from the enemy, I assume this can also be worked into a mod?
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Define "shield".
Enjoy.
AmberZ
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07-08-2004, 04:24 PM
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#6 (permalink)
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Senior Member
Join Date: May 2004
Posts: 191
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By Shadow Generator I think he means like a GAP Generator 
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07-08-2004, 05:38 PM
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#7 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 853
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Very easy if that's it, and even if not, I can think of a couple of ways a shield could be implemented with PDL's.

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07-09-2004, 06:01 AM
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#8 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 605
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So the general concenus is that this is a relativly easy mod to do? Oh good then
So I just need some modders, moddlers, and coders, maybe some skinners, but I can skin anyway
Who wants to be on the team then?
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07-09-2004, 09:31 PM
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#9 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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lmao. I think everyone and their mothers has an idea for a Generals mod. It's not as easy as "oh, now I just need modders. you over there! join or die!". You should try to learn a skill...
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07-09-2004, 09:43 PM
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#10 (permalink)
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Senior Member
Join Date: Oct 2003
Posts: 277
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"So I just need some modders, moddlers, and coders, maybe some skinners"
 like everyone who actually has the skill doesn't have their own ideas
no offence but to me at least such requests are quite hilarious, it sounds like "Hey, I want the game to be like this, could please a few people come do it for me?" when it's actually about many hours of hard work for them.
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