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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 12-06-2004, 01:55 PM   #1 (permalink)
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Default New TCS Release! (image heavy)

After several months of hard work, the Capellan Solution team is happy to announce that v1.5 Beta of our mod has been officially released to the public!
The Capellan Solution is a Battletech Total Conversion for Generals.

Official Website
Quote:
This release is roughly 150 MB, and as you can guess features a big list of changes and additions. Here is some of what you can expect to see:
+ 3 new sub-factions (Nova Cats, Hiritsu, Blackwind Lancers)
+ Lots of new units
+ New balanced weapon system
+ All new Weapon and Movement Sound FX (Cooler sounding PPC and Gauss and wind up the subs for the new ballistics sounds)
+ New Movement profiles
+ Improved AI
+ Custom Death Animations
+ TCS Music tracks
+ Many enhancements, improvements, and bug fixes

If you run into any problems, post them up at the Bug Submissions thread @ TCS Forums, and give us your feedback on the latest of the mod in the Suggestions / Comments thread @ TCS Forums

You will find that all sections of the site have been updated together with this release. You can now find information on the new sub-factions on the menu bar to your left. The team is already hard at work on the next version of the mod, but that will take a few months still, so until then, we hope you all enjoy the mod, and tell us what you think!
Get it Here!


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Old 12-06-2004, 03:47 PM   #2 (permalink)
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why isnt it available for ZH? and only for Generals? surely it should be 2 hard 2 transform the TC to be a TC for ZH?
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Old 12-06-2004, 07:34 PM   #3 (permalink)
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nice, this is by far my favorite mod... btw, do you guys need any additional staff?
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Old 12-07-2004, 04:05 AM   #4 (permalink)
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Quicksilva: when we started off, we decided that making a mod for Generals instead of ZH would be better, since not everyone has ZH, and there are some people who were interested but didn't have Generals (and got it just for the mod ). We sacrificed more options for wider availability, i guess.

Silent_Killa, thanks!
We could use another coder, especially with buildings.
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Old 12-07-2004, 11:44 AM   #5 (permalink)
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extrem cool !!!
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Old 12-07-2004, 02:37 PM   #6 (permalink)
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well it really has a lot of bugs and it isnt technically a TC it should include buildings voices missions etc and in what timespan is the mod set exactly and if u want i have quite some knowledge aboout the battletech unniverse and all the games so if i can help out just contact me @ alpha_omega106@hotmail.com
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Old 12-07-2004, 07:36 PM   #7 (permalink)
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Yep, there's lots of stuff still to do. Yes, it's a TC, but it's still in BETA stage, which means the aforementioned bugs and missing pieces.

Like we state on the website, the action takes place between 3059 and 3062.

Silent_Killa: we could use another coder for the buildings, and a skinner for them as well.
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Old 12-07-2004, 07:50 PM   #8 (permalink)
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All that work and no buildings yet Looking pretty nice so far though.
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Old 12-07-2004, 08:07 PM   #9 (permalink)
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The story is sorta like this: following our May 2004 v1.3 release, we started having some internal problems, particularly over the summer. I reckon between July and October, we were pretty much almost inactive.
Some decisive action from Lynx kind stirred us again, and this last month we have been full steam ahead again, problems solved and settled, and are once again fully commited to finishing TCS.

V1.7 will be released around March 2005, and will feature all the buildings (currently the work is at 50% on that), the first campaign, bug fixes and improvements, and a few new units, plus more stuff.
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Old 12-09-2004, 11:37 AM   #10 (permalink)
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hmm can i become a betatester plz?

grtz quicksilva
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