Mod in Dev: TA Infinite War

Mod in Dev: TA Infinite War

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

User avatar
BytesBR
Posts: 12
Joined: 20 Sep 2008, 19:04

Mod in Dev: TA Infinite War

Post by BytesBR »

Hello!
I and Bozoman (In Spring Lobby's [DP]Bozoman_) its making a new mod, im am the principal founder and Bozoman its a really friend (And Geek to script LOL!). Well lets take about the first version of Infinite War!

What the news to game?
The Infinite War seach by new style of air transports, can transport 8 - 32 units in same ship, other modification it a layer, increasing a visibility of player!

Ow! How i can use the air transport?
Well, the air transport's hav a loader bay, the units will wait there and the transport will get him and fast unload on the area selected, after this he get back to the bay.

More ideas? Comment! :P
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2699
Joined: 25 Aug 2004, 13:31

Re: Mod in Dev: TA Infinite War

Post by bobthedinosaur »

avoid OTA IP
User avatar
Hoi
Posts: 2913
Joined: 13 May 2008, 16:51

Re: Mod in Dev: TA Infinite War

Post by Hoi »

bobthedinosaur wrote:avoid OTA IP
He just got into this, it's good to use something as a base and start adding stuff.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mod in Dev: TA Infinite War

Post by smoth »

I am confused, your project is a singular unit or is that your current first concept?
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Mod in Dev: TA Infinite War

Post by [Krogoth86] »

bobthedinosaur wrote:avoid OTA IP
When looking at the avatar and hearing about "Infinite War" I'd say avoid Supreme Commander IP first - someone might actually care at GPG... :wink:
User avatar
BytesBR
Posts: 12
Joined: 20 Sep 2008, 19:04

Re: Mod in Dev: TA Infinite War

Post by BytesBR »

LOL!
Well dont is a singular unit, but im and Bozo will creat more!

Really i hav, and i am fan of Supreme Commander, but TA Spring it more easy to mod.

Well Infinite War is a cool name... :roll:
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mod in Dev: TA Infinite War

Post by smoth »

I mean no disrespect but is english your second language?
User avatar
BytesBR
Posts: 12
Joined: 20 Sep 2008, 19:04

Re: Mod in Dev: TA Infinite War

Post by BytesBR »

I brazilian and training my inglish (Joining in inglish community is the best way, and free :lol:)

Really is a first concept!
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: Mod in Dev: TA Infinite War

Post by KDR_11k »

Wasn't Eternal Struggle based on a game called Infinite War already?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mod in Dev: TA Infinite War

Post by smoth »

well keep working out the concept. Good luck working on your english, I am sure many people won't mind if it isn't perfect.
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Mod in Dev: TA Infinite War

Post by Otherside »

smoth wrote:well keep working out the concept. Good luck working on your english, I am sure many people won't mind if it isn't perfect.
lies and cake

GRAMMAR POLICE
User avatar
panzeriv2
Posts: 208
Joined: 12 Aug 2008, 12:02

Re: Mod in Dev: TA Infinite War

Post by panzeriv2 »

What is "inglish"?
I like this idea though
User avatar
AF
AI Developer
Posts: 20686
Joined: 14 Sep 2004, 11:32

Re: Mod in Dev: TA Infinite War

Post by AF »

inglish
letter_e.jpg
letter_e.jpg (26.22 KiB) Viewed 2502 times
inglish is spanish for 'english', why they do it I have no idea, and its slightly annoying when tis used in english text that's been translated yet they cant even get the name of the language they're writing in correct.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Mod in Dev: TA Infinite War

Post by Pxtl »

bobthedinosaur wrote:avoid OTA IP
OTA is the only complete, functional unit-set for Spring that you won't have Smoth or Fanger or Argh (quite rightly) jumping down your throat for swiping. All the other mods you could filch units from are incomplete. Well, if you mashed up some of KDR's stuff you might come up with enough units for a complete TA-style mod, but it'd be pretty damned surreal. Did anybody ever finish up XvM?
LordMuffe
Posts: 283
Joined: 13 Mar 2005, 15:39

Re: Mod in Dev: TA Infinite War

Post by LordMuffe »

KDR_11k wrote:Wasn't Eternal Struggle based on a game called Infinite War already?
... ES is not based on any game/book/film, at least storywise.
User avatar
Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: Mod in Dev: TA Infinite War

Post by Crayfish »

AF wrote:inglish is spanish for 'english', why they do it I have no idea, and its slightly annoying when tis used in english text that's been translated yet they cant even get the name of the language they're writing in correct.
Similar reason to why we call Espanol Spanish I guess. But yeah, if I was attempting to write in Espanol I'd be sure to get the name of the language right. With the wavy thing over the n and all.
User avatar
BytesBR
Posts: 12
Joined: 20 Sep 2008, 19:04

Re: Mod in Dev: TA Infinite War

Post by BytesBR »

Good!

Sorry by inglish, i have some questions some times on english language, but i will upgrade.

I'm wanting a put new naval ships, and the Mod is based in Balanced Annihilation.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Mod in Dev: TA Infinite War

Post by Pressure Line »

AF wrote:inglish is spanish for 'english', why they do it I have no idea, and its slightly annoying when tis used in english text that's been translated yet they cant even get the name of the language they're writing in correct.
presumably its Portgese for english too, because they speak portugese in brasil >_>
Bozoman
Posts: 5
Joined: 28 Sep 2008, 00:06

Re: Mod in Dev: TA Infinite War

Post by Bozoman »

Hello
shit, i don't know that he will post in forum in the very beggining of the mod, but its is ok, i have some bugs but it will be fixed
A question: spring limitates the max number of units that cam be transported? if yes can i chage it?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Mod in Dev: TA Infinite War

Post by smoth »

you can set it on a per unit basis. I am unaware of any hard limit. Transport limits are defined in the transport unit's .fbi file.
Post Reply

Return to “Game Development”